Games PC CIVILIZATION II User Manual

4.6 (15)
Games PC CIVILIZATION II User Manual

Preface

&

Instruction Manual

PLAYING

Once the automated installation and set-up are complete, the game is ready to play. To start:

If you want to see and hear the uninstalled video and multimedia portions of the game, make sure that the Civilization II CD-ROM is in its drive. (Note that, if you did not install the Recommended files, there will be no sound effects regardless of whether the CD is in the drive. There will be some music.)

If it is not already running, start Windows.

Now simply double-click on the Civilization II icon (or click Civ2 on the Windows 95 Start Menu) to start the game.

FEATURES UPDATE: CHANGES TO THE CHEAT MENU

Remember, the CHEAT menu comes with no guarantees—use it at your own risk and don’t blame Customer Service if they can’t help when it causes problems.

Though it has other uses, the CHEAT menu is intended to supplement the map editing utility. Once you’ve created a world in which to play, you can use the CHEAT menu options to further customize the situation. You can create your own game scenarios—and save them for later play. In combination, the Map Editor and CHEAT menu can give you the same power as the “Mission Builder” included with many of the best flight simulations.

To this end, the DISCOVER ALL TECHNOLOGIES option described in the manual has been replaced with the more specific EDIT TECHNOLOGIES. (The shortcut key hasn’t changed; it’s still c s 6.) This gives you complete control over the technological status of every civilization in the game, including yours. One by one, you can select then give or take away advances. Use the GIVE/TAKE ALL button to bestow every advance there is, except for Future Tech. Click on it again to ruthlessly strip them all away! Note, however, that some technologies (IRRIGATION, for one) are known by all civilizations at the dawn of time; you cannot take these away.

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A TERRAIN button has been added to the CHANGE TERRAIN AT CURSOR option. This allows you to change the terrain type of the square at the current cursor location. Note that you cannot specify special resources for any terrain square; they just happen.

Four new options have been added to the CHEAT menu.

EDIT UNIT csU

Use this to change the attributes of any unit at the current cursor location. The veteran status, movement points, hit points, home city, and fortification status are manipulable. If you’re editing a Caravan or Freight unit, you can change the type of commodity it is carrying. You cannot, however, change a unit to another type.

EDIT CITY csC

This option allows you to meddle with the status of any city on the map—as long as you position the cursor on it first. You can set the size (population) of the town, determine exactly how many shields are in the PRODUCTION Box, make all the Wonders of the World in that burg suddenly disappear, or copy all of the improvements in some other city to this one. If the city is in disorder or celebrating a We Love the _____ Day, you can clear either state of affairs. Finally, you can make the city an objective of the scenario (the number in parentheses will change to ‘1’) or remove it from the list of objectives (‘0’).

What good is an objective? Read about the Scenario Parameters option to find out.

EDIT KING csK

No, this doesn’t let you change what the rulers of other civilizations look like. You can, however, specify any ruler’s treaty status with every other civilization, the most recent turn when two civilizations had contact, the ruler’s current attitude toward other rulers, and any ruler’s current reputation. In addition, you can clear a ruler’s patience counter (making them very tolerant for a while), set or clear a research goal for any civilization, and determine how far each ruler has progressed toward the advance currently being researched. You can copy the technology of one civilization to another—quite a shortcut from doing it one advance at a time with the EDIT TECHNOLOGIES option. Finally, you can change the name and sex of every leader in the world.

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SCENARIO PARAMETERS csP

This is a catch-all that includes some powerful tools for setting up scenarios. Most of these options have little or no use during a game already in progress.

TECH PARADIGM affects how long it takes to research technological advances. The default is 10/10. By lowering the numerator, you decrease the time necessary to discover new advances; the fastest you can allow research to progress is 1/10. Conversely, increasing the numerator makes scientific progress slower.

TURN YEAR INCREMENT allows you to decide how much time passes with each game turn. If you leave this at zero, Civilization II uses the default increment, which changes with time as described in the manual. Any positive integer sets a number of years to pass per turn; a negative integer sets a number of months to pass per turn.

STARTING YEAR determines the year or month in which the scenario will begin (month if you’ve set the TURN YEAR INCREMENT to a number of months, year if you’ve set it to a number of years). Any positive number is AD, and any negative number is BC.

MAXIMUM TURNS allows you to set the length of the game in turns.

TOGGLE SCENARIO FLAG tells Civilization II whether or not you want to save this game setup as a scenario. Note that the CHEAT menu option SAVE AS SCENARIO automatically sets this toggle for you.

WIPE ALL GOODY BOXES removes all of the villages of minor tribes from the world, permanently.

RESTORE ALL GOODY BOXES recreates all of the minor tribe villages in the world, except for those which were originally on a terrain square that is now occupied by a city or unit.

REVEAL WHOLE MAP makes the scenario take place in a known world. The entire map, excluding enemy units but including their cities, will be visible from the beginning of the game.

COVER WHOLE MAP makes the scenario take place in an unexplored world, the

Civilization standard.

SET SCENARIO NAME allows you to give your scenario a title.

TOGGLE TOTAL WAR FLAG silences the senate in all republics and democracies. Set this to ‘1’ to force the assumption that there is a war going on at the outset of the scenario, and that the usual senatorial meddling in foreign affairs has been effectively stifled for the duration.

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EDIT VICTORY CONDITIONS itself contains multiple options:

The first, TOGGLE USE OBJECTIVE VICTORY FLAG, must be set to ‘1’; otherwise, the game ignores the rest of these settings. Essentially, the objective victory flag tells Civilization II to completely ignore the usual scoring conventions. Rather, all that counts is the taking of the pre-set objectives in the scenario. Using the EDIT CITY option on the CHEAT menu, you can make any city a scenario objective.

Toggle Count Wonders as Objectives determines whether or not captured Wonders of the World also count toward the objective score.

Next, you decide which civilization will be the protagonist; this is not the player’s civilization. This setting only determines which civilization is used as the benchmark for the four final settings.

These last four allow you to set conditions for the types of outcome possible in an objective scenario. For each, enter the number of objectives that the protagonist civilization must control (that is, have conquered or kept) at the end of the game in order to accomplish that level of victory or defeat. Other civilizations are automatically assigned the corresponding outcome. For example, if the Romans as protagonists achieve a Marginal Defeat, all other groups win a Marginal Victory.

EDIT SPECIAL RULES also contains a few sub-options, each of which is fairly straightforward. You can prevent any civilization from ever changing its form of government, make it impossible to obtain advances by taking over enemy cities, and remove the spectre of pollution from the game. One caveat is necessary; you should NEVER use the last option—SPECIAL WWII-ONLY AI. This was put in as an aid for the game designers and will almost certainly cause your scenario to crash.

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TABLE OF CONTENTS

INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

FOUR IMPULSES OF CIVILIZATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Exploration Economics Knowledge Conquest

THE BIG PICTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

WINNING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

THE VARIOUS DOCUMENTATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Interface Conventions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

TUTORIAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

BUILDING YOUR FIRST CITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

Examining the City Display First Priorities

RESEARCHING CIVILIZATION ADVANCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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MEANWHILE, BACK IN THE CITY.... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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Your First Unit Your First Civilization Advance Changing Production

 

FINDING A MINOR TRIBE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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POPULATION INCREASE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

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INTERIM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

EXPANDING YOUR EMPIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

16

Meeting Another Civilization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

IMPROVING THE TERRAIN. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Establishing a Trade Route . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

CHANGING GOVERNMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

CONCLUSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

SETTING UP A GAME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 YOUR FIRST DECISION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 CUSTOMIZING GAME SET UPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Select Size of World Customize: Landmass Customize: Land Form Customize: Climate Customize: Temperature Customize: Age Difficulty Levels Level Of Competition Level of Barbarian Activity Select Game Rules Select Your Gender Select Your Tribe

Select Your City Style Ready, Set, Go

CHANGES FROM CIVILIZATION TO CIVILIZATION II . . . . . . . . . . . . . . . . . . . . . . 31 CIVILIZATIONS NEW LOOK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

The Map The Units The Cities The Displays

NEW COMBAT CONCEPTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

Hit Points & Firepower Restoration New and Changed Units Special Combat Cases

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NEW PRODUCTION CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34

Waste Penalties for Switching Production

New and Changed Improvements

NEW TERRAIN CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

Rivers New Special Terrain Upgrading City Squares

NEW MOVEMENT CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

New Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

GOVERNMENT IMPROVEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

NEW CONCEPTS IN DIPLOMACY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Reputation Diplomatic States Counterespionage

NEW AND IMPROVED WONDERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

MISCELLANEOUS CHANGES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

THE BASICS OF CITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

CITY CONCEPTS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

GAINING NEW CITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Founding New Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Choosing Your Location Proximity Of Cities

Strategic Value

Capturing Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Converting Minor Tribes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48

THE PARTS OF A CITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

The City Square The City Radius

MANAGING YOUR CITIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51

City Management Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

POPULATION GROWTH • RESOURCE DEVELOPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53

Tax Revenue Technological Research Industrial Production

CITY PROTECTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

IMPROVEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

Losing Improvements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58

Capture Fire Sale Sabotage Selling Improvements

Rush Jobs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59

Renaming Your City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60

MANAGING YOUR TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Trade Management Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

TRADE RATES • GOVERNMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63

Anarchy Despotism Monarchy Republic Communism

Fundamentalism Democracy

HAPPINESS & CIVIL DISORDER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

Special Unhappiness Factors Civil Disorder. . . . . . . . . . . . . . . . . . . . . . . 71

Restoring Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

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We Love the _____ Day . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Anarchy Despotism Monarchy/Communism/Fundamentalism Republic/Democracy

TERRAIN AND MOVEMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75

Terrain & Movement Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76

TYPES OF TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

A Note about Rivers Standard Terrain Squares

Special Terrain Squares Optimal City Sites Terrain Conversion

PLANETARY CARETAKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

Pollution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Nuclear Contamination . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81

Nuclear Weapons Nuclear Meltdown

Pollution’s Effects Monitoring Pollution Global Warming. . . . . . . . . . . . . 82

MINOR TRIBES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 THE ACTIVE UNIT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85

No Orders GoTo Orders Wait Orders Paradrop Orders Airlift Orders Activating Fortified and Sleeping Units

NAVIGATING THE MAP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 MOVEMENT RESTRICTIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

Ground Units Naval Units Air Units Zones of Control

CIVILIZATION ADVANCES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89

The Concept of Civilization Advances. . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

CLIMBING THE TECHNOLOGY TREE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91

THE POSTER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92

Future Technology Special Advance Effects

WONDERS OF THE WORLD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

The Concept of Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

CONSTRUCTING WONDERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96

UNITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99

UNIT CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

MILITARY UNITS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Ground Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Pillage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101

Air Units Naval Units

COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

The Effect of Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Calculating the Winner Adding in Adjustments . . . . . . . . . . . . . . . . . . . 105

Air Battles Air Defense City Attacks City Defenses

Fortresses Nuclear Attacks Pearl Harbor Shore Bombardments

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CARAVANS & FREIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108

Trade Routes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Supply & Demand Food Caravans

Building Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109

DIPLOMATS & SPIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110

Bribing Enemy Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 Counter-Espionage Entering Enemy Cities

International Incidents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 Investigate City Establish Embassy Steal Advance

Industrial Sabotage Incite a Revolt Poison the Water Supply Plant Nuclear Device

SETTLERS & ENGINEERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114

Founding New Cities & Increasing Existing Ones Making Improvements. . . 115 Irrigate Clear Build Farm Build Fortress Mine Reforest Clean

Up Pollution Build Road Build Railroad Transform Build Airbase

EXPLORERS • BARBARIANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

Ransoming Barbarian Leaders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 CONCEPTS OF DIPLOMACY • YOUR RIVALS ANTECHAMBERS . . . . . . . . . . . . . . . . . . . . . 122 CONDUCTING DIPLOMACY WITH COMPUTER OPPONENTS . . . . . . . . . . . . . . . . . . . . . . 123

Mood and Personality Reputation

THE FIVE DIPLOMATIC STATES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125

Alliance Peace Cease-fire Neutrality War

NEGOTIATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127

Diplomacy Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 “Have a Proposal to Make...” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 Proposal Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 “Have a Gift to Offer...” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130 Gift Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

WINNING THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 THE SPACE RACE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 SPACESHIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132

Population Support Energy Mass Fuel Flight Time

Probability of Success Space Ship Launch Construction Components Modules Structural Support

CONQUERING THE WORLD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135

Bloodlust Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135

SCORING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136

Throne Room Demographics Civilization Score

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CREATING YOUR OWN WORLDS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 YOUR TOOLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140

The Toolbox Map Window World Window Status Window

THE MENUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142

Editor Menu View Menu Map Menu Brush Menu Tools Menu

REFERENCE: SCREEN BY SCREEN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 THE CITY DISPLAY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

Title Bar Population Roster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Specialists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Food Storage Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 The Resource Bars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149

Food Shields Trade

Resource Map Production Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 Change Buy Production Menu Button

Unit Roster Improvement Roster General Information Box . . . . . . . . . . 152 City Info Chart Happiness Chart Foreign Service Map

The Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155

THE MENU BAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155

Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 Game Options c O Graphic Options c P

City Report Options c E Save Game c S

Load Game c L Retire c R Quit c X

Kingdom . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 Tax Rate s T View Throne Room s H

Find City s C REVOLUTION s R

View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 Move Pieces V View Pieces V Zoom In Z Zoom Out X

Max Zoom In c Z Standard Zoom s Z Medium Zoom Out s X Max Zoom Out c X

Show Map Grid c G Arrange Windows Show Hidden Terrain T Center View C

Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162 Build New City/Join City B Build Road/Railroad R

Build Irrigation/Change to... I Build Mines/Change to... M Transform to... O Build Airbase E Build Fortress F Clean up Pollution P Pillage s P Unload U

Go To G Paradrop P Airlift L Set Home City H Fortify F Sleep S Disband s D Activate Unit A Wait W Skip Turn z

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Advisors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Town Council c T City Status 1 Defense Minister 2

Foreign Minister 3 Attitude Advisor 4Trade Advisor 5 Science Advisor 6

World. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Wonders of the World 7 Top 5 Cities 8

Civilization Score 9 Demographics - Spaceships =

Cheat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169 Toggle Cheat Mode c K Create Unit s 1

Reveal Map s 2 Set Human Player s 3

Set Game Year s 4 Kill Civilization s 5 Technology Advance s 6

Discover All Technologies c s 6

Force Government s 7 Change Terrain at Cursor s 8 Destroy All Units at Cursor c s D

Change Money s 9 Save as Scenario

Civilopedia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171 Civilization Advances City Improvements

Wonders of the World Military Units Governments

Terrain Types Game Concepts Search Civilopedia

THE STATUS WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173

World Peace Bar Summary Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173 Population Date Treasury Trade Balance

Scientific Research Environment

Active Unit/Location Box . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175 Mode Icons Nationality Home City

Unit Type Movement Terrain

THE MAP WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177

Multiple Windows Zoom Buttons Moving the View Centering on a City Centering on a Unit

WORLD WINDOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178 DESIGNERS’ NOTES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179 CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184 INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187

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INTRODUCTION

Sid Meier’s Civilization II improves on a beloved classic. Civilization, predecessor, cast you as the ruler of an infant civilization, struggling to and prosper in the earliest moments of history. Eventually, growth and brought you into competition with ruthless, competent, but predictable computer opponents. Civilization II adds depth to the and smarts to the artificial intelligence, as well as tweaking features that Civ players had come to know too well. The result is the same compelling fresh challenges for the expert player — and a wide-open world to explore

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and your opponents begin with a small band of settlers surrounded by the delights of unexplored territory. Each decision you make can have ramifications later. Should you build a city on a coast or inland? Should you military production or agricultural improvement? Innovative displays make

it easy to understand the shifting situation and implement action. If you prove an able ruler, your civilization grows larger and even more interesting to manage. The inevitable contact with neighboring civilizations opens new doors of opportunity: treaties, embassies, sabotage, trade, and war.

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As time passes, you are confronted with increasingly difficult decisions. First, you must think tactically. Where is the optimum location for another city? When should you produce specific military units and city improvements? How rapidly should you explore the surrounding land? Soon, circumstances demand that you formulate strategic plans. Should you pursue war or peace with neighbors? When should you explore and expand overseas? Is it advantageous to change your type of government? Where should you focus technological research?

The success of the civilization that you build depends on your decisions. As ruler, you manage the economy, diplomacy, exploration, research, and the war machine of your civilization. Your policies must be flexible to fit an evolving world. Military units inevitably become obsolete and need replacement as you gain more advanced technologies. The balance of power among your rivals shifts often. You might have to modify your economic and governmental policies, lest you fall behind in a critical area. The empires of Alexander the Great, the Hittites, Napoleon, and Genghis Khan (to name just a few) all held pride of place on the world’s stage at one time. All eventually collapsed. In Civilization II, the challenge is to build an empire that stands the test of time. You might succeed where great predecessors have failed. If you locate cities properly, build them soundly, defend them aggressively, and neutralize the danger from potential enemies, the descendants of your first tiny tribe might not only survive, but lead the colonization of space.

FOUR IMPULSES OF CIVILIZATION

There is no single driving force behind the urge toward civilization, no one goal toward which every culture strives. There is, instead, a web of forces and objectives that impel and beckon, shaping cultures as they grow. In Civilization II, there are four basic impulses that seem to be of the greatest importance to the health and flexibility of your fledgling society.

EXPLORATION

An early focus in Civilization II is exploration. You begin the game knowing almost nothing about your surroundings. Most of the map is dark. Your units move into this darkness of unexplored territory and discover new terrain; mountains, rivers, grasslands, and forests are just some of the features they might reveal. The areas they explore might be occupied by minor tribes or another culture’s units. In either case, a chance meeting provokes a variety of encounters. As your units “map” the unknown by revealing terrain squares that once were black, they also lessen the likelihood that you will be surprised by random barbarian attacks.

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ECONOMICS

As your civilization grows, you need to manage its ever-more-complex production and resource requirements. Adjusting the tax rates and choosing the most productive terrain for your purposes, you can control the speeds at which your population grows larger and your cities produce goods. By setting taxes higher and science lower, you can tilt your economy into a cash cow. You can also adjust the happiness of your population. Perhaps you’ll make luxuries more available, or you might clamp down on unrest with a larger military presence. You can establish trade routes with other powers to bring in supplemental income every turn.

KNOWLEDGE

On the flip side of your economics management is your commitment to scholarship. By setting taxes lower and science higher, you can increase the frequency with which your population discovers new technologies. With each new advance, further paths of learning open up and new units and city improvements become available for manufacture. Some technological discoveries let your cities build unique Wonders of the World.

CONQUEST

Perhaps your taste runs to military persuasion. Civilization II allows you to pursue a range of postures from pure defense through imperialistic aggression to cooperative alliance. One way to win the game is to be the last civilization standing when the dust clears. Of course, you’ll face both random barbarian attacks and calculated sorties by your computer opponents.

THE BIG PICTURE

A winning strategy for Civilization II, is one that combines all of these aspects into a flexible whole. Your first mission is to survive; your second is to thrive. It is not true that the largest civilization is necessarily the winner, nor that the wealthiest always has the upper hand. In fact, a balance of knowledge, cash, and military might allows you to respond to any crisis that occurs, whether it is a barbarian invasion, an aggressive rival, or an upsurge of internal unrest.

INTRODUCTION

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WINNING

To win Civilization II, you must follow one of two broad strategies to a final goal: Either win the space race or conquer the world. The first civilization to colonize Alpha Centauri wins; this nation most often has a large factory base dedicated to producing the specialized components of spacecraft and a head-and-shoulders lead in technological development. However, it’s possible to use industrial espionage and judicious invasions to steal the necessary advances, while sabotaging the production lead of a more advanced but less well defended opponent. A leader who pursues the second option, conquering the world, is likely to focus on military strategy, though building a strong economy and financing insurrections can be pretty successful, too. See Winning the Game for an in-depth analysis of Civilization II’s scoring system.

THE VARIOUS DOCUMENTATION

It’s a truism at computer game companies that most customers never read the manual. Until a problem rears its head, the average player just bulls through by trial and error; it’s part of the fun. When a problem does come up, this type of player wants to spend as little time in the book as possible, then get back to the game. For those of you who just need a quick reference, the Reference: Screen by Screen section is the place to go.

For the rest of you, we’ve tried to organize the chapters in the order that you’ll need them if you’ve never played Civilization or Civilization II before. If you’re new to Civ, the sidebars on concepts should help you understand the fundamentals of the game.

The Technical Supplement is the place to find installation and startup instructions and any late changes to the game. Since it was written later, the information in it supersedes anything in the manual.

The README file that comes on the CD-ROM has the rundown on the very latest changes (due to printing and binding time, the manual has to be completed before the playtesters recommend their final tweaks). That info supersedes even the Technical Supplement.

In addition to the printed stuff and the README, Civilization II comes with a unique compendium of on-screen help. Click on the CIVILOPEDIA menu to call up a list of options describing units, improvements, governments, and even game concepts. Entries are hyperlinked so that you can jump from one entry to another with ease, and the new SEARCH feature allows you to brows alphabetically through every topic.

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INTERFACE CONVENTIONS

You play Civilization II using a combination of both mouse and keyboard. Many people find that the short-cut keys on the keyboard significantly speed up their play.

Using a Mouse: Throughout the text, we assume that you understand basic mouse functions and terms, like “clicking and dragging.” Since not everybody knows these things, we’ve provided brief definitions of how we use the most common terms. One preliminary note: Civilization II puts both buttons on a two-button mouse to use. If you are using a three-button mouse, the center button has no function for this game.

“Clicking” refers to placing the mouse pointer over an area of the screen and clicking with the left mouse button.

“Right-clicking” is clicking with the right mouse button.

“Click-and-hold” means keeping your finger on the mouse button longer than usual (long enough that the game recognizes the “hold”).

“Dragging” means holding the left button down while moving the mouse.

“Selecting” means clicking on something.

“Pressing a button” with the mouse means clicking on one of the on-screen buttons.

You can “scroll” some of the menus and boxes in the game by dragging the button along a slider bar that’s on one side of the box.

Menus: The MENU BAR runs across the top of the screen. As is standard in Windows games, clicking on the name of a menu opens that menu, giving you access to the menu options. If you prefer not to use the keyboard and have enabled mouse movement of units, you can play Civilization II using the mouse and menus exclusively.

Short-Cut Keys: Almost all of the menu options in Civilization II have a short-cut key (R for Roads, for example), which is noted on the menu. Pressing this key (or combination of keys) has the same effect as selecting the option from the menu. Another quick way to use menu options is also a Windows standard. The name of each menu has one underlined letter. Holding the akey and typing that letter opens the menu. The name of each option on the menu also has one underlined letter. Typing that letter when the menu is open activates the option.

Cursors: The mouse pointer, or cursor, has many different shapes in Civilization II, depending on what task you’re currently attempting.

INTRODUCTION

5

Most often, the cursor looks like an arrow. If you have chosen a special “desktop theme” in Windows 95 or otherwise customized your cursor, you’ll see your own cursor sometimes, too.

An outline around a terrain square indicates that you are in VIEW PIECES mode. By moving the cursor with the number keypad on your keyboard, you can use this cursor to count squares from one location to another or move around the map without moving units. Toggle back to the arrow cursor by pressing the V key or choosing MOVE PIECES from the VIEW menu.

A bold (black) arrow indicates the direction the unit on which your mouse pointer is positioned will move when you click. If you don’t like this unit-movement cursor, you can disable it by unchecking the MOVE UNITS WITH MOUSE option under GAME OPTIONS in the GAME menu. Civilization II starts with this option disabled.

A cross-hair indicates that you can click on the spot where your mouse pointer is positioned in the World Window to center the active VIEW UNITS window on that spot.

The word “Go” and a bent arrow indicates that when you release the mouse button, the active unit will begin moving toward the indicated square. See GoTo Orders in the Terrain and Movement section for complete details.

A parachute indicates that the active paratrooper unit will make a paradrop into the designated square; a “crossed-out” parachute indicates that the designated square is not a valid paradrop target. See Paradrop Orders in the Terrain and Movement section for complete details.

As in most Windows programs, an I-beam or vertical line indicates that you can type in text from the keyboard.

As in most Windows programs, a double-ended arrow indicates that you can resize the window frame on which your mouse pointer is positioned.

As in most Windows programs, an hourglass indicates the program is working; please wait.

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TUTORIAL

who have played either Civilization or CivNet are already familiar most of the concepts presented in this tutorial. However, even if you well acquainted with the DOS, Windows, or Macintosh version, you will that there are many new features in Civilization II. Also, many of game’s existing elements, including screen layout, icons, and

controls have changed from the earlier games.

The primary purpose of this tutorial is to introduce new players to the basic elements of Civilization II. It provides an overview of the basic game elements, and guides you through several centuries of a sample game. New actions and events are explained as they occur. The tutorial game has been set up in such a way that most

of the events should be fairly predictable; however, one of the things that makes Civilization II exciting game after game is the element of random chance that exists. The way your computercontrolled opponents act and react to one another (and to you) might cause certain events to deviate from the path described in this tutorial. If you feel that things have gotten too far out of

control, feel free to reload the saved game and start again.

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Looking for a place to settle.

To begin the tutorial, start the game and select LOAD A GAME from the GAME menu. Load the game called tutorial.sav. The tutorial game is set to CHIEFTAIN level, the easiest difficulty option available. The game starts on the first turn, in 4000 BC, with you taking the part of Abraham Lincoln, leader of the Americans. You might want to go to the GAME OPTIONS in the GAME menu and turn off the INSTANT ADVISOR and TUTORIAL HELP options, if you find the pop-up boxes distracting.

Instructions you are to follow are set in italics. Explanations and descriptions are set in regular type. Keep in mind that this tutorial is a simple walk through, and only touches briefly on game concepts and control features. If you want more information on anything, detailed descriptions can be found in the other chapters of this manual.

BUILDING YOUR FIRST CITY

At the start of the game, your civilization consists of a single band of wandering nomads. This is a Settlers unit. Although Settlers are capable of performing a variety of useful tasks, your first task is to move the Settlers unit to a site that is suitable for the construction of your first city.

Finding suitable locations in which to build cities, especially your first city, is one of the most important decisions you make in the game. In order to survive and grow, each city must have access to all three resource types: food (represented by grain), production (represented by shields), and trade goods (represented by arrows). The map in Civilization II is divided into individual “squares,” each of which contains a different type of terrain. Each terrain type yields resources in differing amounts. A good city site provides all three resource types. Normally, the lines dividing

the map squares are invisible. To get an idea of how the terrain is divided, turn on the map grid by choosing SHOW MAP GRID from the VIEW menu, or holding down c and pressing G.

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Before you move your Settlers, take time to examine the surrounding terrain. You will note that only 21 map squares are visible. This represents the extent to which your civilization has explored the world. (This 21-square pattern is significant with regard to cities as well, as you will see later.) The surrounding black areas represent unexplored terrain. You can build a city on any terrain square except for Ocean. As mentioned earlier, each terrain type yields differing proportions of resources, so the type of terrain you choose for a city site determines the level of the city’s success.

Your Settlers currently occupy a Grassland square. Normally, Grassland produces two grain when worked by one of your citizens. Note that a small shield symbol appears in the center of this particular Grassland square. That means that, in addition to its normal resources, this Grassland square also yields one shield when worked. Normal Grassland squares (without shields) appear to the northwest and northeast of your Settlers.

Abraham Lincoln

Directly to the north and directly to the west of the Settlers are Plains squares. The Plains terrain type produces one grain and one shield when worked by one of your citizens. Southeast, south, and southwest of the Settlers are Ocean squares, which produce one grain and two arrows each when worked. Surrounding the edge of the visible terrain are a Plains square with a river running through it, two additional Grassland squares, and four additional Ocean squares. There are also two Hills squares and a Mountains square along the northwest edge, two Forest squares to the southwest, and an Ocean square two squares to the southeast with a Whale in it. We’ll look at these in a moment.

You have the option of moving around to find a suitable city site. If the nearby terrain is less than optimal it is worth doing so, considering the importance of proper city placement. You shouldn’t waste too much time looking, however. Settlers move only one square per turn, and 20 years pass every turn this early in the game. Luckily, your starting position here is excellent: The local terrain provides a diverse resource mix, you are adjacent to a sea coast, and Grassland squares make good city locations.

Build your first city by selecting BUILD NEW CITY from the ORDERS menu, or by pressing the B key. You can rename the city if you like, but we’ll refer to it as Washington.

TUTORIAL

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EXAMINING THE CITY DISPLAY

As soon as the city is built, a new window appears. This window is called the CITY DISPLAY. The CITY DISPLAY gives detailed information on the city’s current status, including the amount of resources generated, the item currently being built by the city, and the size and attitude of the city’s population.

Your first priority is to check the status of the city’s resources. The POPULATION ROSTER shows that there is one citizen in Washington, and he is content. Under most circumstances, each citizen in the city is working in one of the terrain squares surrounding the city, generating resources for the city’s use. As new citizens are added to the population, the game puts them to work in the terrain square it considers the most productive available. In this case, the city’s single resident is producing resources in the Ocean square that contains the Whale.

Washington’s City Display

You have the option of moving citizens to different terrain squares if you want to produce different combinations of resources. As you can see by the icons on the RESOURCE MAP, the Whale square is generating two grain, two shields, and two arrows. Click the Whale square to pick up” the citizen working there, then click on the Plains square with the river running through it, directly to the east (right) of the city. Notice that, in the Plains square with the river, the citizen now generates one grain, one shield, and one arrow. Click on the Plains square with the river and then click on one of the Forest squares southwest of the city. In the Forest square, the citizen generates one grain and two shields, but no arrows. Since the Whale square is one of the most productive types of terrain, click on the Forest square and then on the Whale square to return the citizen to his original position.

As you can see, the combination of resources produced is based on terrain type. Under normal circumstances, each city can assign citizens to generate resources in any of the 20 terrain squares surrounding the city. The pattern of 21 squares with the city at the center that is seen in Washington’s RESOURCE MAP is called the CITY RADIUS. In addition to the terrain squares in the CITY RADIUS, the city square itself always generates resources. Like the squares worked by your citizens, the number and type of resources produced in the city square is dependent on the terrain type.

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Washington is currently generating four units of food. Each citizen requires two units of food each turn in order to survive. Excess grain icons accumulate in the FOOD STORAGE BOX. The more surplus food the city generates, the faster it grows. Washington is also generating three shields. Shields represent raw materials used for supporting units and building new items. Since there are currently no units to support, the shields generated each turn go directly into the PRODUCTION BOX. Finally, the city is producing three arrows, which represent trade goods. Trade goods are divided into three separate categories: Taxes (gold icons), Luxuries (goblet icons), and Science (beaker icons). Currently, one arrow is being used to generate taxes, while the other two are generating science.

Washington’s IMPROVEMENTS ROSTER shows that the only building in the city is the Palace. Your Palace denotes that Washington is your civilization’s capital.

FIRST PRIORITIES

Because there is so much information to assimilate at the start of the game, it’s hard to know what you should do first. There are four priorities that you must keep in mind early in the game: defense, research, growth, and exploration.

Defense: Your top priority is to defend Washington from potential enemies. After all, who knows who might be lurking in all that unexplored territory? To defend the city, you must build a military unit. When the city is built, it automatically begins to construct a defensive unit. The PRODUCTION BOX shows that Washington is currently producing a Warriors unit.

Research: The science portion of your trade income is used to research new Civilization Advances. Civilization Advances are new discoveries and technologies that allow you to build newer and better military units, city improvements, and Wonders of the World.

Growth: The surplus food generated by the city eventually leads to population growth. When the FOOD STORAGE BOX is completely filled with grain, a new citizen is added to the population. Steady city growth leads to increased productivity and the ability to expand your civilization by building more Settlers to colonize the continent.

Exploration: If you don’t explore the dark areas of the map, you have no way of knowing what benefits and dangers might be lurking there. By using spare units to explore the world around you, you can discover the villages of minor tribes (which often provide you with benefits such as money and new discoveries), sites for new cities, and neighboring civilizations.

When you’re finished examining Washington, close the CITY DISPLAY by clicking the EXIT button in the lower right corner.

TUTORIAL

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You can only choose one.

RESEARCHING CIVILIZATION ADVANCES

After closing the CITY DISPLAY, press the e key to end the turn. At the start of the next turn, you are prompted to choose the first civilization advance you want to research.

When the game begins, your civilization has only minimal knowledge, usually consisting of only Irrigation, Mining, and Roads. (In some games you might be given additional advances at the start of the game, but in the tutorial this is not the case.) The bulk of your knowledge throughout the game is gained through research. There are many different strategies dictating the order in which advances are researched. For the purposes of this tutorial, we’ll adopt a conservative, defensive strategy. You can experiment with research strategies of your own as you become more familiar with the game.

When the menu of possible advances appears, select Bronze Working, then click OK. We have chosen Bronze Working because the discovery of this advance allows you to build the Phalanx unit. Phalanxes are twice as effective at defending cities as Warriors.

The amount of time required to research discoveries is based on the amount of science your city is currently generating. Remember, science is one of the components of trade. Select the TRADE ADVISOR

option from the ADVISORS menu, or press the 5 key. As you can see from this display, it currently takes five turns to make a new discovery. The more beaker icons you generate each turn the faster you make new discoveries. Click OK to close the TRADE ADVISOR window.

As you can see by looking at the STATUS window, 20 years of game time pass. (On CHIEFTAIN level, turns start out spanning 20 years each. As the game progresses, the turns get shorter, dropping to ten years per turn, then five, two, and eventually one year per turn.)

The amount of trade allocated to taxes, luxuries, and science can be adjusted to a certain degree to suit your needs. Select TAX RATE from the KINGDOM menu. As you can see, there are three sliders in the TAX RATE window, each of which controls the percentage of one of the three elements of trade. Moving a slider left or right decreases or increases (respectively) the percentage of trade allocated to that element, and adjusts the other elements accordingly so that the total percentage equals 100 percent.

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Unlike Civilization and CivNet, Civilization II limits the maximum percentage of trade that can be allocated to taxes, luxuries, and science based on your civilization’s government type. You start the game in Despotism, so the maximum percentage you can allocate to any trade element is 60 percent. Note that the game automatically sets science at 60 percent and taxes at 40 percent. Since your focus should be on research at this time, and you currently require no luxuries to keep your population happy, the default settings are fine for now. Close the TAX RATE window by clicking the OK button.

MEANWHILE, BACK IN THE CITY...

Now, let’s take a look at what happened in the city after the first turn. Open Washington’s CITY DISPLAY by clicking the city icon on the map. Several things have changed since you last looked inside Washington. First, the information in the TITLE BAR indicates that your treasury now contains 51 gold instead of the original 50. That is because Washington is generating one gold coin of taxes each turn. Since there are currently no improvements in Washington that require upkeep, the gold is added to your treasury for future use.

Look at the FOOD STORAGE BOX. It is no longer empty. There are now two grain icons in it. This is the surplus food that was generated by the city on the first turn. It is stored in the FOOD STORAGE BOX for later use.

Finally, look at the PRODUCTION BOX. Like the FOOD STORAGE BOX, it is no longer empty. The three shields generated on the first turn were used to help build the Warriors unit currently under production.

An alternate way to close the CITY DISPLAY is to click on the button in the upper left corner. Use whichever method you find most comfortable.

YOUR FIRST UNIT

Until your Warriors unit is completed, you have little to do. Press the ENTER key three times. It is now the fourth turn, and you have just built your first military unit. The Warriors unit is now flashing on and off in the city square. The unit is now ready to receive orders.

There are two things you can do with your first military unit. You could use the unit to defend your city. In most cases, it is unwise to leave a city undefended. This is especially true if you know that an enemy unit is nearby. However, early in the game, the world is sparsely populated, so you can take a chance and send the unit out to explore hidden terrain outside the CITY RADIUS.

Move the Warriors unit to the west by pressing the 4 key on the numeric keypad.

Note that one of the black, unexplored terrain squares is revealed when the unit moves. Most units can “see” one square in any direction. Your turn ends automatically when your last unit finishes its movement. Since Warriors can move only one square per turn, your turn is now over.

TUTORIAL

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YOUR FIRST CIVILIZATION ADVANCE

We’ll go back to exploring the world in a moment. For now, something more interesting has happened. At the start of this turn, your scientists announce that they have discovered the secret of Bronze Working. Congratulations! You have discovered your first civilization advance. After the initial message of discovery, the CIVILOPEDIA appears. The CIVILOPEDIA is an on-line encyclopedia of game facts. The CIVILOPEDIA screen that appears after the discovery of each advance shows the units, improvements, and Wonders you can now build as a result of the advance, as well as new lines of research available. Bronze Working allows you to build Phalanx units and the Colossus Wonder, and allows you to research Currency. Bronze Working also allows you to research Iron Working, but only after you have researched Warrior Code. Close the CIVILOPEDIA screen by clicking the EXIT button.

Once again the list of research choices appears, allowing you to choose the next advance you want to discover. Since Bronze Working has provided the ability to build a good defensive unit, you can now move on to a research path that enhances your exploration capability. Choose Horseback Riding from the menu, and click OK.

CHANGING PRODUCTION

Before you do anything else, its time to look inside the city again. Open Washington’s CITY

DISPLAY by clicking the city’s icon on the map. When you look at the PRODUCTION BOX, you’ll notice that the city has automatically begun to build another Warriors unit. In fact, a city goes on producing unit upon unit until it receives orders to the contrary.

Since the city is still defenseless, you need to build a unit to protect Washington from possible invaders. A Phalanx is a better defensive unit than Warriors, so that is what you should build. Click the CHANGE button above the PRODUCTION BOX. When you do so, a menu listing the possible production options appears. Choose Phalanx by clicking on it. Click OK to exit the PRODUCTION menu. The Phalanx’s icon now appears above the PRODUCTION BOX to indicate that the city is now building a Phalanx. Click EXIT to close the CITY DISPLAY.

FINDING A MINOR TRIBE

Remember your Warriors unit? It’s flashing again, indicating that it is once again ready to move. Move the Warriors one square to the west by pressing the 4 key on the numeric keypad. Note that, as the unit moves, any unexplored (black) terrain within one square of the unit is revealed. Press e to end the turn.

When the unit starts flashing again (indicating that it is the next turn) move it one square to the southwest by pressing the 1 key on the numeric keypad. Now here’s something interesting! Your exploration has revealed a “hut,” one square to the southwest of the Warriors’ present position. This hut is home to a minor tribe. Minor tribes are not rival civilizations; rather, they are small villages populated with people who might be inclined to help you.

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Save your game by choosing the SAVE GAME option from the GAME menu, or by holding down the c key and pressing S. You are about to make contact with the minor tribe. The results of such contact are random. You could receive a gift of knowledge or gold; the tribe might band together to form a mercenary military unit and join you; or the tribe might decide to honor you by establishing a new city in your empire. Of course it is possible that negative events might occur as well: The village could be empty, or populated by hostile Barbarians. By saving the game prior to contact, you have the option of reloading from the save if you don’t like the results of exploring the village.

When the Warriors start flashing again, move your unit onto the hut. As stated earlier, one of a number of random events will occur as a result of contacting a minor tribe. For the purposes of this tutorial, we’ll assume that you receive a gift of gold from the minor tribe.

POPULATION INCREASE

Continue your exploration for the next three turns. Move the Warriors back toward Washington, twice to the east, and once north, so you are right next to the city.

On this turn, two things happen simultaneously. First, Washington completes the Phalanx it was building. Second, the population of the city increases to two, as indicated by the number next to the city’s icon. Open Washington’s CITY DISPLAY. Notice that the FOOD STORAGE BOX has only two food in it now. Next turn it will start filling up again, accumulating grain for the next population increase.

Notice that the POPULATION ROSTER now contains two citizens. On the RESOURCE MAP, you can see that the new citizen is already at work generating resources; specifically, the citizen is generating two grain and one shield in one of the Grassland-Shield squares to the north. That’s fine for now, so leave the citizen there.

As for production, its time to change again. This early in the game, one defensive unit is more than adequate for city protection. Click the CHANGE button, and select Settlers from the PRODUCTION menu. Its time to start thinking about the next priority: growth. In order to expand your civilization, you need to build other cities; and for that, you need Settlers. Close the CITY DISPLAY.

As noted on the PRODUCTION menu, it will take Washington ten turns to produce a Settlers unit. You can speed this up a bit through the use of your Warriors unit. Once the CITY DISPLAY is closed, the Warriors should be flashing. Move the Warriors unit into the city, and reopen the CITY DISPLAY. In the center section of the CITY DISPLAY you should see two icons: a Phalanx unit and a Warriors unit. Click on the Warriors unit icon. From the menu of options that appears, choose DISBAND and click OK. Now, look at the PRODUCTION BOX.

Five shields appear as soon as the Warriors unit is disbanded. When a unit is disbanded inside one of your cities, half of its original cost in shields is added to the production currently in progress. Close the CITY DISPLAY.

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Now, back on the map, the Phalanx is flashing. In order to protect the city, the Phalanx must remain inside Washington. Units provide the best protection when they are fortified.

Fortify the Phalanx by choosing FORTIFY from the ORDERS menu, or by pressing the F key. Fortified units remain in their defensive position until you manually reactivate them. For now, the Phalanx should be left alone to guard Washington.

INTERIM

Because you have so few units and cities early in the game, there are often periods of time that pass without your having to take any action. After fortifying your Phalanx, press e two times. At this point, your wise men discover Horseback Riding. In addition to allowing the research of several new advances, Horseback Riding allows you to build Horsemen, fast-moving military units that are great for exploration.

Choose Code of Laws as the next advance to research. For the purposes of this tutorial, our goal now is to develop Trade. In order to do so, you must research both Code of Laws and Currency. Code of Laws also leads to Monarchy, a more advanced form of government that helps to increase your productivity. Continue pressing e .

About six turns later, you are notified that Washington has completed the Settlers it has been building. Choose the ZOOM TO CITY option on the notification menu to open the CITY DISPLAY. Once there, change production so that Washington is building a Horsemen unit. You’ll be using the Horsemen to do some more exploration as soon as it’s built.

You’ll notice that Washington’s population has dropped to one. That is because Settlers units represent citizens that leave the city in order to improve the surrounding terrain or to establish a new city. Also, one of the three shields generated by the city is now being used for support. That is because, under Despotism, any units beyond the size of the city’s population require one shield each turn to support them. Right now, you have two units, but only one citizen. At any rate, the FOOD STORAGE BOX shows that the population is about to increase again, so these situations are only temporary. Close the CITY DISPLAY.

EXPANDING YOUR EMPIRE

Now it’s time to expand your empire. Move your Settlers directly west until they reach the sea coast, then move them one square to the southwest. Use the BUILD CITY command on the ORDERS menu, or press B to build a new city. Again, you can name the city anything you want, but we’ll refer to it by its default name, “New York.”

When New York’s CITY DISPLAY opens, you’ll notice a couple of differences from Washington when it was first built. Although New York is generating just as much food as Washington did, raw materials and trade goods generation are both significantly lower. That’s because there are no special resources, like Whales, to take advantage of within

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New York’s CITY RADIUS at this time. Which brings us to another oddity: the entire CITY RADIUS of New York is not visible. That’s because there is still some unexplored terrain nearby. In order for the city to take advantage of its entire CITY RADIUS, all the terrain therein must be explored. You’ll have to take care of that as soon as possible; you never know what useful resources might be lurking in the dark.

Notice that New York is currently producing a Phalanx. Since this city needs to be protected too, a Phalanx is just what you want. Close the CITY DISPLAY.

After a couple of turns pass, the Horsemen unit is completed in Washington. When the Horsemen unit appears, open Washington’s CITY DISPLAY, and click the CHANGE button.

Since you have enough units for the time being, and you aren’t quite ready to incur the upkeep expense of a Barracks, let’s build your first Wonder of the World. Choose Colossus from the PRODUCTION menu, and close the CITY DISPLAY.

Meanwhile, let’s go and explore that hidden terrain near New York. Move your Horsemen west, toward New York. Notice that Horsemen have twice the movement capability of the other units you’ve used so far. That’s why they are so good for exploring.

As you move toward New York, your wise men make another discovery: Code of Laws.

When you are offered the choice of what to research next, choose Currency.

On the next two turns, move the Horsemen southwest. Halfway through the second turn’s movement, the Horsemen should reach the coast just south of New York, revealing several new terrain squares. One of these is a Whale. (Remember how productive that was back in Washington?) Maybe it is inside New York’s CITY RADIUS...

Open New York’s CITY DISPLAY. The entire CITY RADIUS is now visible; and you’re in luck! The Whale square is inside the CITY RADIUS. Click the Grassland square northeast of the city to “pick up” your worker, then click the Whale square to put him to work again. Note that New York’s resource generation has now significantly increased. Close the CITY DISPLAY.

Move your Horsemen directly east until you reach the Forest on the coast west of Washington. Notice that your unit only gets to move once when moving into a Forest. That’s because it takes two movement points to move into Forest squares. Because of their rugged features, many terrain types require more than one movement point in order to move through them. Now, move your Horsemen east, past Washington, until you get to the River. Then, proceed roughly east-southeast, following the coast.

After your Horsemen unit is several squares past Washington, the Phalanx in New York is completed. Fortify the Phalanx, just as you did in Washington, and change the production in New York to Settlers.

As you continue to explore, your Horsemen might encounter one or two minor tribes. When you discover Currency select Trade as your next research project. Save the game again, and enter these villages just as you did the first time you met a minor tribe. Restart from the saved game if you don’t like the results.

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MEETING ANOTHER CIVILIZATION

If you continue along the coastline as instructed, you eventually meet your nearest neighbors, the Sioux. Their capital city, Little Bighorn, is located some distance away, on the opposite coast directly southeast of Washington. As soon as you enter Sioux territory, their leader, Sitting Bull, requests an audience with you. Accept Sitting Bull’s invitation by clicking OK.

Establishing effective communication with your neighbors is vital to your success. Early in the game, you should take any reasonable actions to ensure that nearby civilizations enjoy your company. Not only does this keep your civilization reasonably safe from attack, it can also lead to profitable exchanges of money and information. You can see your opponent’s attitude toward you when you make contact with one another. The attitudes of rival leaders are based on your past behavior when dealing with other civilizations. Since this is your first contact with any civilization, Sitting Bull should have a fairly good attitude when you first meet (“cordial” at the very least).

The most likely result of this encounter is that Sitting Bull will offer to exchange knowledge or sign a peace treaty. Whatever Sitting Bull offers, accept his proposals.

Notice that each time you agree to his proposals, Sitting Bull’s attitude steadily improves. This is important, because you want to make friends at this stage in the game. If Sitting Bull’s attitude is particularly good (“enthusiastic” or “worshipful”), offer to SUGGEST A PERMANENT STRATEGIC ALLIANCE with the Sioux. A permanent alliance is better than a treaty, because it allows both civilizations to move freely through one another’s

territory. Whether the alliance is accepted or rejected, end the meeting by choosing CONSIDER THIS DISCUSSION COMPLETE and clicking OK. If the alliance was rejected, move your Horsemen unit away from Little Bighorn as soon as possible to avoid violating the peace treaty. If you establish a reputation of violating peace treaties, your opponents are less likely to sign agreements and treaties with you in the future.

After this encounter, you have gained a friend (for now), and possibly

 

one or two free civilization advances as a result of technology exchange

 

with the Sioux. Now that you have made contact, you can chat with Sitting

 

Bull at any time by selecting the FOREIGN MINISTER option from the ADVISORS

 

menu, and sending an emissary to the Sioux. Sitting Bull can also contact

 

you at any time. You shouldn’t pester your opponents too frequently,

 

however, because rival leaders quickly grow weary of interruptions.

 

If you are contacted by the Sioux at any time during the remainder

 

of this tutorial, agree to their demands. During the tutorial game, you

 

want to keep the Sioux happy so they won’t attack you. During a real game,

 

use your own judgment as to how to respond to an opponent’s demands.

Sitting Bull

 

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IMPROVING THE TERRAIN

Continue exploring with your Horsemen to the northeast of Little Bighorn. Avoid entering Little Bighorn’s CITY RADIUS, because this will be viewed as a violation of your peace treaty.

After a number of turns, your wise men discover Trade. Select Ceremonial Burial as your next advance. If you already have Ceremonial Burial (as a result of knowledge exchanged with the Sioux), select Monarchy.

Several turns later, New York finishes building its Settlers. Open New York’s CITY DISPLAY and click the CHANGE button. Notice that there are now several more options on the PRODUCTION menu: the discovery of Code of Laws allows you to build a Courthouse, and the discovery of Trade allows you to build Caravan units. Select Caravan, and close the CITY DISPLAY.

When the Settlers unit becomes active, move it one square to the northeast of New York (using the 9 key on the numeric keypad), onto the Grassland-Shield square. For the next couple of turns, keep exploring with the Horsemen, but skip the Settler’s turn by pressing the z. Continue to do this until New York’s population has increased to two. When this happens, open New York’s CITY DISPLAY.

When you look at New York’s RESOURCE MAP, you see that the Grassland-Shield square northeast of the city is currently generating one shield and two grain. That’s not bad, but you can use your Settlers unit to improve the production in that terrain square. Close the CITY

DISPLAY. When the Settlers becomes active, choose BUILD ROAD from the ORDERS menu, or press the R key. For the next couple of turns, the Settlers unit spends its time building a road. When the Settlers become active again, you see on the map that there is now a road leading out of New York to the northeast. Now, open New York’s CITY DISPLAY again and look at the RESOURCE MAP. Notice that, after the construction of the road, the same GrasslandShield square is now generating one trade good icon in addition to its former resources. In addition to this benefit, roads increase movement speed: units only expend one-third of a movement point to move along a road, no matter what type of terrain the road occupies.

Close the CITY DISPLAY. Believe it or not, the terrain can still be further improved. When the Settlers become active again, choose BUILD IRRIGATION from the ORDERS menu, or press the I key.

Building irrigation takes a bit longer than building roads. While you’re waiting for the Settlers to complete their task, you discover another civilization advance. If you just discovered Ceremonial Burial, select Monarchy as your next advance. If you just discovered Monarchy, select Writing as your next advance, and choose NOT JUST YET...

when you are offered the chance to start a revolution to change governments.

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